Any idea how to make quicksand?

jverne

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You know, that type of sand that slowly drowns you!? I guess making water but with a very high density!? any ideas
 
jverne said:
You know, that type of sand that slowly drowns you!? I guess making water but with a very high density!? any ideas

is there anyway you could use a func_water and change the movment speed to some very very low value?

I mean the player movment speed, not the wave movment speed.
 
Just a thought but could try this:

I read somewhere on here that you can control movement of terrain with triggers (dont ask me how). Make 2 layers of ground, one fake one (that the player can fall through (maybe cover all but the top side in clip textures?) and one right below it. When you stand on the top one it triggers the movement of the layer below it which moves downwards, taking you with it...at the bottom of its movement is a kill trigger which kills you. The fake top layer is there to create the illusion of you moving underground...

Probably wont work lol
 
Try adding water, but put an entity that works like the very beginning of Dark Energy. (The last level of HL2,where you fall, but are magically caught and slowed down)
 
nice ideas! i liked the las one very simple, but i can't find the function for that! hmm...
i've found player movement? i guess changing the gravity in that particular spot could work?!
 
There seems to be a player_speedmod entity that could help you out here, but it has no variables or flags so I'm not sure you could specify exactly what speed the player can move at.

I guess the easiest way to do this is have a trigger over your quicksand, and when the player steps into it you fire the player_speedmod. How you do the visuals and player damage is up to you though.
 
yeah, this is pretty easy I think:

one invisible brush which Gordon actually stands on that slowly skins: this should reset so that if the player falls back in, he isn't immediatly down to his neck in sand.

the fake visible ground. You could make this a deformable terrain if you want it to sag as the player sinks.

a trigger brush to change the playerspeed: you could place multiple ones so that he gets slower the further down he's sunk
 
For the quicksand brush: make it a func_illusionary.
 
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